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godot shaders

Active camouflage cloak with a reveal sweep

Turn a mesh invisible like active camouflage: the cloaked part shows the refracted, shimmering scene behind it, a noisy sweep along the object's height switches between cloaked and visible, and a glowing seam marks the transition.

Recorded render of Active camouflage cloak with a reveal sweep

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • cloak_reveal.gdshader
  • component.json
  • demo.tscn
  • inspect_shader.py
  • material.tres
  • preview.png
  • test_package.py
  • verification/native.json

How it works

Shader type
spatial
Render modes
cull_back, depth_draw_always
Parameters
screen_texture (sampler2D), albedo (vec4 = 0.6, 0.62, 0.66, 1), roughness (float = 0.5), cloak (float = 0.55), object_height (float = 1.5), distortion (float = 0.025), shimmer_speed (float = 1.2), edge_noise (float = 0.25) and 3 more
Use it on
A mesh centred on its origin; set `object_height` to its height.
Result
A capsule whose lower half has turned into a rippling see-through shape with a glowing seam above.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/cloak_reveal/

Recorded checks

godot 4.7.2.stable.official.ed1daf0bf

  • contract_static
  • engine_run
  • engine_log_clean
  • shader_in_scene
  • capture_written
  • render_not_uniform
  • shader_changes_pixels

Limits to consider

The cloaked part still writes depth and casts shadows; turn shadows off on the node while cloaked if needed. Screen-space refraction cannot show objects behind other transparent surfaces or off screen. The reveal runs along the object's Y axis only.